workadventure/front/src/Phaser/Reconnecting/FourOFourScene.ts

69 lines
2.4 KiB
TypeScript

import {TextField} from "../Components/TextField";
import Image = Phaser.GameObjects.Image;
import Sprite = Phaser.GameObjects.Sprite;
import Text = Phaser.GameObjects.Text;
export const FourOFourSceneName = "FourOFourScene";
enum Textures {
icon = "icon",
mainFont = "main_font"
}
export class FourOFourScene extends Phaser.Scene {
private mapNotFoundField!: TextField;
private couldNotFindField!: TextField;
private fileNameField!: Text;
private logo!: Image;
private cat!: Sprite;
private file: string|undefined;
private url: string|undefined;
constructor() {
super({
key: FourOFourSceneName
});
}
init({ file, url }: { file?: string, url?: string }) {
this.file = file;
this.url = url;
}
preload() {
this.load.image(Textures.icon, "resources/logos/tcm_full.png");
// Note: arcade.png from the Phaser 3 examples at: https://github.com/photonstorm/phaser3-examples/tree/master/public/assets/fonts/bitmap
this.load.bitmapFont(Textures.mainFont, 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
this.load.spritesheet(
'cat',
'resources/characters/pipoya/Cat 01-1.png',
{frameWidth: 32, frameHeight: 32}
);
}
create() {
this.logo = new Image(this, this.game.renderer.width - 30, this.game.renderer.height - 20, Textures.icon);
this.add.existing(this.logo);
this.mapNotFoundField = new TextField(this, this.game.renderer.width / 2, this.game.renderer.height / 2, "404 - File not found");
let text: string = '';
if (this.file !== undefined) {
text = "Could not load map"
}
if (this.url !== undefined) {
text = "Invalid URL"
}
this.couldNotFindField = new TextField(this, this.game.renderer.width / 2, this.game.renderer.height / 2 + 24, text);
const url = this.file ? this.file : this.url;
if (url !== undefined) {
this.fileNameField = this.add.text(this.game.renderer.width / 2, this.game.renderer.height / 2 + 38, url, { fontFamily: 'Georgia, "Goudy Bookletter 1911", Times, serif', fontSize: '10px' });
this.fileNameField.setOrigin(0.5, 0.5);
}
this.cat = this.physics.add.sprite(this.game.renderer.width / 2, this.game.renderer.height / 2 - 32, 'cat', 6);
this.cat.flipY=true;
}
}